Utilization of the Gamified Digital Platform Classcraft as a Strategy for Teaching Cellular Biology in Higher Education

Article ID

D760V

Digital learning strategies in higher education.

Utilization of the Gamified Digital Platform Classcraft as a Strategy for Teaching Cellular Biology in Higher Education

Márcia Regina Holanda da Cunha
Márcia Regina Holanda da Cunha Universidade Federal do Espírito Santo
Sâmela Silva Santos
Sâmela Silva Santos
Bárbara Ross Poeys Jacinto
Bárbara Ross Poeys Jacinto
Larissa Zanetti Alves
Larissa Zanetti Alves
Kaique Taylor Grippa dos Santos
Kaique Taylor Grippa dos Santos
Hélder Mauad
Hélder Mauad
DOI

Abstract

Due to the sanitary context experienced during the COVID-19 pandemic in the years 2020 and 2021, digital platforms, as well as virtual learning environments such as Google Meet and Google Classroom, became the main communication tools between students and the teacher. In this scenario, advancements in the use of digital and multimedia tools contributed to building a range of possibilities for the teaching and learning process. Linked to this, the utilization of gamified digital platforms can make tasks more stimulating and enjoyable, resulting in increased engagement, interaction, and emotions, while also promoting the integration of technologies into the teaching and learning process. The gamified digital platform Classcraft®, designed for education, offers an approach that engages students by combining elements of role-playing games (RPGs) with the educational environment, creating an immersive and interactive experience

Utilization of the Gamified Digital Platform Classcraft as a Strategy for Teaching Cellular Biology in Higher Education

Due to the sanitary context experienced during the COVID-19 pandemic in the years 2020 and 2021, digital platforms, as well as virtual learning environments such as Google Meet and Google Classroom, became the main communication tools between students and the teacher. In this scenario, advancements in the use of digital and multimedia tools contributed to building a range of possibilities for the teaching and learning process. Linked to this, the utilization of gamified digital platforms can make tasks more stimulating and enjoyable, resulting in increased engagement, interaction, and emotions, while also promoting the integration of technologies into the teaching and learning process. The gamified digital platform Classcraft®, designed for education, offers an approach that engages students by combining elements of role-playing games (RPGs) with the educational environment, creating an immersive and interactive experience

Márcia Regina Holanda da Cunha
Márcia Regina Holanda da Cunha Universidade Federal do Espírito Santo
Sâmela Silva Santos
Sâmela Silva Santos
Bárbara Ross Poeys Jacinto
Bárbara Ross Poeys Jacinto
Larissa Zanetti Alves
Larissa Zanetti Alves
Kaique Taylor Grippa dos Santos
Kaique Taylor Grippa dos Santos
Hélder Mauad
Hélder Mauad

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Márcia Regina Holanda da Cunha. 2026. “. Global Journal of Science Frontier Research – I: Interdisciplinary GJSFR-I Volume 23 (GJSFR Volume 23 Issue I2): .

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Crossref Journal DOI 10.17406/GJSFR

Print ISSN 0975-5896

e-ISSN 2249-4626

Issue Cover
GJSFR Volume 23 Issue I2
Pg. 27- 37
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GJSFR-I Classification: FOR Code: 1302
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Utilization of the Gamified Digital Platform Classcraft as a Strategy for Teaching Cellular Biology in Higher Education

Márcia Regina Holanda da Cunha
Márcia Regina Holanda da Cunha Universidade Federal do Espírito Santo
Sâmela Silva Santos
Sâmela Silva Santos
Bárbara Ross Poeys Jacinto
Bárbara Ross Poeys Jacinto
Larissa Zanetti Alves
Larissa Zanetti Alves
Kaique Taylor Grippa dos Santos
Kaique Taylor Grippa dos Santos
Hélder Mauad
Hélder Mauad

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